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===TECHNICS=== ====TECHNIC Weapon==== Investing into all 3 TECHNIC weapons costs a bit too much, so we gotta pick one and stick to it till we get more type points to waste on inconsequential weapons. Things to look for on a TECHNIC weapon: * A Hunter isn't gonna be breaking on a TECHNIC anyway, so the TEC score is more-or-less iirelevant. ** In the same vein, the PA multiplier on the weapon is also more-or-less iirelevant. ** Chaining is the primary use of offensive TECHNICs for a Hunter, so make sure the TEC score allows at least 1 damage so it can actually provide chains. ** A support TECHNIC doesn't care about either PA multiplier or TEC score at all. * Since Hunters would prefer to conserve PP for melee [[Photon Arts]], it would be best to find a weapon with low PP consumption to use. * A Hunter doesn't necessarily need all that many TECHNICs, so only use as many TECHNIC slots as you actually need. So quick rundown: * [[Wands]] have 2 slots, and is on the right-hand. With Wands, the most important question is, "What are you going to use on the left-hand with it?". Note that the choices for a low pp consumption wand is limited, but thankfully two of them are [[Downloadable content]] and thus very easily accessible. * [[Tech-Mags]] have 2 slots, and is on the left-hand, which allows it to share palettes with any striking weapons on right-hand. T-mags casts the fastest, and there are many choices for low pp consumption T-mags, some of them even going as low as 60% in particular situations. However, T-mags has the lowest [[Resta]] recovery out of the three weapons, and has a low enough TEC score that offensive TECHNICs may wind up dealing 0 damage. * [[Rods]] has 4 slots, and takes up both-hands. It has the highest [[Resta]] recovery amount, and gives access to the [[Mr. ecoeco Stick]], which is an easily accessible rod with 70% pp consumption. Use if you've got excess weapon slots. ====TECHNICS==== ====Shifta/Deband/Anti/Resta==== It doesn't really matter what game it is, stacking buffs is stacking buffs! Since Hunter only has access to Lv15 TECHNICs, they only have access to Tier 2 [[Shifta]]/[[Deband]]. [[Consumables#Shiftaride|Shiftarides]] and [[Consumables#Debandride|Debandrides]] provides the similar effects as the Shifta/Deband Hunters have access to, and can be used instead to save pp usage, casting time, and potentially a weapon slot. Although, a player can only carry 10 Shiftarides and Debandrides at a time, which lasts for a total of 15 minutes each. 15 minutes is enough for shorter missions, but not enough for longer Open Missions or Tactical Missions. While it's possible to get Shiftarides and Debandrides from item boxes, but is less common than mates and unreliable for resupplying. It's also a consideration to bring Force [[Partner Characters]], such as [[Lumia Waber|Lumia]], as they have access to Lv30 TECHNICs for a more powerful buff, but the AI does not apply more than one buff at a time, thus the player should still bring a way to buff themselves to account for the other buff. [[Photon Arts#Anti|Anti]] doesn't come up super often in single player, as it's only good for removing [[Status Effects|Burn, Poison, or Virus]] from the player. Zalure and Jellen statuses can be overwritten by casting Shifta and Deband. Anti is a bit more valuable during Multiplayer play as it can recover allies out of Stun and Sleep. [[Photon Arts#Resta|Resta]] can be replaced with Mates for Open Missions and some tactical missions, since there are a lot of item boxes that can replenish the player's mate supply. In longer or more difficult missions, bringing Resta would be more preferable. ====Zalure/Jellen==== [[Zalure]] lowers enemy defense, so effectively free damage boost. Works from medium range too. Not really any reason not to bring one. For Hunters that has accuracy problems, Zalure is quite vital in high level areas, as they lower enemy evasion as well. Note that since Zalure doesn't do any damage, it would work from any weapon regardless of TEC score. [[Jellen]] lowers enemy attack, but lowers it by such a low percentage that it's probably not worthwhile. ====Foverse==== [[Foverse]], after cast, passively deals damage to any enemy within melee-distance for a fixed period of time. Incredibly useful for Hunters, as it basically preps multiple chains beforehand to apply on enemies. It allows the Hunter to chain significantly faster, or apply [[Photon Arts]] right away to kill smaller mobs. It also enhances Photon Arts with multiple stages: it's fairly common for chains to expire before all hits of a stage land, or before a stage is used. Foverse is able to add chains right after the chain expiring and right before the next hits land, allowing the player to inflict much more damage than normal, and allows stage 3s to be more viable than before. It also flinches close enemies, which further enhances the Hunter's close-range capabilities. Hunter only has Lv15 Foverse, though, which means that they don't last very long: usually lasts like half a wave or one wave. Applying Foverse before approaching anything can get reallllly repetitive. ====Sazonde/Sabarta==== Deals a total of 5 hits to up to 3 enemies from medium range, and can be stacked 3 times for a total of 15 hits. Sazonde and Sabarta are some of the most effective chaining tools in the game, and stacks with melee weapons for even faster chain building. Sazonde and Sabarta have their own quirks. [[Sazonde]] repeatedly launches the enemies it hits, for a total of 5 hits, which can stun the enemies for quite a while. Chaining multiple sazondes can stunlock an enemy indefinitely, which allows many enemies to be dealt with rather safely. However, Sazonde has a fairly steep PP cost, and Hunters has trouble dealing a lot of damage with it due to having less TEC. Launching enemies can also be an issue sometimes, as enemies can be moved out of some [[Photon Arts]]' effective height. As such, timing is very important for maximizing Sazonde's effects. [[Sabarta]] repeatedly deals damage to the enemies within a fan area from the casting location, for a total of 5 hits. Sabarta has a less PP cost than sazonde, but does not launch the enemies. This allows better compatibility with some weapons, but does not provide the safety of stunlocking from Sazonde. And compared to Sazonde, Sabarta's hitbox is more reliable, and is more effective than particular enemies ([[Dal Falz Final]], for example). Pick from either Sazonde or Sabarta based on the playstyle and the enemies encountered.
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